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Tests two different methods of manipulating pixels using the canvas.
<canvas id="canvas" height="256" width="256"></canvas>
var canvas = document.getElementById('canvas');
var canvasWidth = canvas.width;
var canvasHeight = canvas.height;
var ctx = canvas.getContext('2d');
var imageData = ctx.getImageData(0, 0, canvasWidth, canvasHeight);
var data = imageData.data;
var buf = new ArrayBuffer(imageData.data.length);
var buf8 = new Uint8ClampedArray(buf);
var data32 = new Uint32Array(buf);
function multiply1(pixels, rgba) {
var r = ((rgba & 0xff000000) >>> 24),
g = ((rgba & 0x00ff0000) >>> 16),
b = ((rgba & 0x0000ff00) >>> 8),
a = ((rgba & 0x000000ff)),
len = pixels.length;
for (var i=0; i<len; i+=4) {
pixels[i] = pixels[i] * r / 255;
pixels[i+1] = pixels[i+1] * g / 255;
pixels[i+2] = pixels[i+2] * b / 255;
pixels[i+3] = pixels[i+3] * a / 255;
}
}
function multiply2(pixels, rgba) {
var len = pixels.length,
a1, a2, b1, b2, g1, g2, r1, r2,
r, g, b, a,
val;
for (var i=0; i<len; i++) {
val = pixels[i];
a1 = ((val & 0xff000000) >>> 24);
a2 = ((rgba & 0xff000000) >>> 24);
b1 = ((val & 0x00ff0000) >>> 16);
b2 = ((rgba & 0x00ff0000) >>> 16);
g1 = ((val & 0x0000ff00) >>> 8);
g2 = ((rgba & 0x0000ff00) >>> 8);
r1 = ((val & 0x000000ff));
r2 = ((rgba & 0x000000ff));
r = r1 * r2 / 255;
g = g1 * g2 / 255;
b = b1 * b2 / 255;
a = a1 * a2 / 255;
pixels[i] = (a << 24) | (b << 16) | (g << 8) | r;
}
}
ctx.putImageData(imageData, 0, 0);
Ready to run.
Test | Ops/sec | |
---|---|---|
32-bit Pixel Manipulation |
| ready |
8-bit Pixel Manipulation |
| ready |
You can edit these tests or add more tests to this page by appending /edit to the URL.